czm_view
An automatic GLSL uniform representing a 4x4 view transformation matrix that
transforms world coordinates to eye coordinates.
Like all automatic uniforms, czm_view
does not need to be explicitly declared.
However, it can be explicitly declared when a shader is also used by other applications such
as a third-party authoring tool.
Example
// GLSL declaration uniform mat4 czm_view; // Example vec4 eyePosition = czm_view * worldPosition;